Out-of-reach interaction in virtual reality has primarily relied on raycasting (selection using the laser pointer metaphor). However, as bare-hand tracking becomes increasingly prevalent, there is a growing need to explore and optimize hand-based out-of-reach interaction techniques. To address this, we introduce Hand Gliding and Laser Gliding, novel out-of-reach interaction techniques that use velocity-to-velocity mapping to control virtual hands through physical movements, and implement Go-Go and HOMER, position-to-position methods. First, a pilot study evaluated the feasibility of Hand Gliding. Next, we conducted a within-subject comparison of the four interaction techniques using selection and translation tasks while assessing speed, comfort, and subjective responses. The best results were achieved with both raycasting-aided techniques (HOMER, Laser Gliding) in terms of both performance and user comfort. Position-to-position mapping performed slightly better in tasks requiring rapid selection, while velocity-to-velocity techniques facilitated interaction at greater distances. The feasibility of velocity-to-velocity approaches to out-of-reach interaction was confirmed by this study. Due to their simple implementation (compared to position-based techniques, they do not require torso tracking data), velocity-based interaction methods have the potential for wide adoption in current VR systems.
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Fotis Liarokapis (2025) studied this question.
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